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Difference between revisions of "Token"

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In Dwarf Fortress, a '''token''' is a game code tag that adds information, restrictions or behaviour to a [[creature]], object, [[material]], terrain feature or other part of the game. Tokens are visible in the [[RAW]] .txt files, and can often be [[modding|modified]] to create some interesting results - some useful, some not so much.
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{{Quality|Fine}}
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{{av}}
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{{Modding}}
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In ''Dwarf Fortress'', a '''token''' is a piece of text that defines the properties of an object.  An "object" could be a material, a type of tissue, an organ, a piece of armor, a creature, a biome, a civilisation, or anything else in the game.  A "property" could be how large something is, what it is made from, its melting temperature, its name, its biome preference (for civilisations) or anything else that makes it unique.  All information associated with the properties of an object in the game is defined using tokens. Tokens are used in the [[raws]], which can be easily [[modding|modified]], allowing users to create (and distribute) new content.
  
Examples of tokens include...
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:* [[Ammo token]]s define ammunition, such as arrows and bolts.
 
 
:* [[Ammo token]]s, used for ammo.
 
 
:* [[Armor token]]s define armor.
 
:* [[Armor token]]s define armor.
:* [[Biome token]]s are used in creature, entity and plant definitions for placement.
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:* [[Biome token]]s define environments for creatures, plants and entities (entities being civilisations).
:* [[Building token]]s define buildings, their tiles, hotkeys, and how they block movement.
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:* [[Building token]]s define buildings.
:* [[Body token]]s determine bodily structure, both ''body templates'' (BODY) and ''body parts''
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:* [[Body token]]s determine bodily structure and materials.
:* [[Body detail plan token]] Like the above but for detail.
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:* [[Body detail plan token]]s define some details of a body, similar to body tokens.
:* [[Bodygloss]] change how body parts appear.
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:* [[Bodygloss]] tokens perform a single-word substitution of a creature's body parts.
 
:* [[Creature token]]s determine the properties of creatures.
 
:* [[Creature token]]s determine the properties of creatures.
:* [[DF2012:Creature variation token]] change the properties of creatures.
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:* [[Creature variation token]]s are used to create creatures derived from other already-existing creatures, without duplicating every single token.
:* [[Entity token]] defines entities, or [[civilizations]], in entity_*.txt files.
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:* [[Descriptor color token]]s define colors used in text-based descriptions. Not to be confused with [[color scheme]]s.
:* [[Item token]]s are used in reactions, creatures and entities to refer to specific items.
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:* [[Descriptor pattern token]]s define color patterns.
:* [[Item definition token]] is used in item definitions in the raws.
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:* [[Descriptor shape token]]s define [[shape]]s.
:* [[Interaction token]] is used by interactions.
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:* [[Entity token]]s define entities, or [[civilization]]s.
:* [[Labor token]] define labors.
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:* [[Graphics token]] define tile-based [[graphics]].
:* [[Language token]] define language.
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:* [[Item token]]s define the most basic form of items (made specific by material tokens). Item tokens are mainly used in [[reactions]].
:* [[Material token]]s are the same as item tokens, but for materials.
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:* [[Item definition token]]s are used for actual definitions of items.
:* [[Material definition token]]s are used to define materials, like item definitions.
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:* [[Instrument token]]s define instruments.
:* [[Plant token]]s define what plants are made of, where they grow, what can be made out of them, etc.
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:* [[Interaction token]]s define interactions.
:* [[Profession token]]s are referred to by tilesets and entities for purposes of nobility and the like.
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:* [[Labor token]]s define labors.
:* [[Position token]]s define positions in entity_*.txt files.
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:* [[Language token]]s define a language's vocabulary. Since fictional languages in ''Dwarf Fortress'' are currently only used in names, language tokens do not define grammar.
:* [[Skill token]]s are referred to by creatures for natural skills and such.
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:* [[Material token]]s are used to refer to materials, similar to item tokens.
:* [[Syndrome tokens]] define syndromes.
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:* [[Material definition token]]s are used to define materials, similar to item definition tokens.
:* [[Tool token]] define tools. They're a lot like weapon tokens.  
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:* [[Inorganic material definition token]]s are used to define inorganic materials, similar to material definition tokens.
:* [[Trap component token]]s define traps. A bit like weapon tokens.
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:* [[Plant token]]s define plants.
:* [[Weapon token]]s define weapons. They're fairly simple, so it's a good place to start with DF modding.
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:* [[Position token]]s define roles/occupations/positions in character entities.
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:* [[Skill token]]s reference skills.
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:* [[Syndrome token]]s define syndromes (ie conditions, diseases, bonuses and maluses).
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:* [[Tissue definition token]]s define tissues.
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:* [[Tool token]]s define tools, similar to weapon tokens.
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:* [[Trap component token]]s define traps.
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:* [[Unit type token]]s are referred to by tilesets and entities, for purposes of nobility and the like.
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:* [[Weapon token]]s define weapons.
 
:* [[World token]]s are used in custom world generation.
 
:* [[World token]]s are used in custom world generation.
:* [[Unit type token]]s are used with various entity tokens, as well as in graphical tilesets.  
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:* [[Music token]]s These are the triggers for the default music effects.
 
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:* [[Sound token]]s These are the triggers for the default sound effects.
This [http://www.bay12games.com/forum/index.php?board=13.0 forum] is the official DF subforum dedicated to discussions about modding.
 
 
 
  
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Also note [[reactions]], which are a little more complicated than simple tokens.
  
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== See also ==
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{{catbox|Tokens}}
  
'''See Also:'''
 
* [[Bodygloss]]
 
 
* [[Raw file]]
 
* [[Raw file]]
 
* [[Modding]]
 
* [[Modding]]
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* [[Dipscript]]
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* [[Speech file]]
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[[category:Modding]]
 
[[category:Modding]]
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[[ru:Token]]

Latest revision as of 13:54, 22 February 2024

This article is about the current version of DF.
Note that some content may still need to be updated.


In Dwarf Fortress, a token is a piece of text that defines the properties of an object. An "object" could be a material, a type of tissue, an organ, a piece of armor, a creature, a biome, a civilisation, or anything else in the game. A "property" could be how large something is, what it is made from, its melting temperature, its name, its biome preference (for civilisations) or anything else that makes it unique. All information associated with the properties of an object in the game is defined using tokens. Tokens are used in the raws, which can be easily modified, allowing users to create (and distribute) new content.

Also note reactions, which are a little more complicated than simple tokens.

See also[edit]